Hi all.
I am trying to build a multiplayer dungeon game which creates a procedural floor on begin play using a grid of level instances.
Works great for actors which AREN’T replicated (I can just place static meshes in sub-levels and then spawn the level on both the server and each client) – however this becomes a problem with replicated actors because it causes them to be created twice; once on the server which is then replicated to the client (how I want it), but also spawned on the client side when the streaming level loads.
Is there a clever way to cause any replicated actors placed within sub-levels to exist on the server side only? i.e. so that when a streaming level instance is created, the static meshes and other non-replicated actors can be loaded as usual but any actors that are supposed to be server side only and replicated are left alone?
Cheers,
Jackson.